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There are strange things going on in your basement laboratories. They keep calling up for more barrels of quicksilver, or bits of your hair. It's all in the name of progress. They're looking for a way to turn lead into gold, or at least into something better than lead. That lead had just been too good of a bargain to pass up; you didn't think where you would put all the lead or what you will do with the lead. Well that will all be sorted out. They're also looking for a universal solvent. If they manage that one, you will take whatever they use to hold it in and build a castle out of it. A castle that can't be dissolved! Now that's progress. This is the 3rd addition to Dominion. It adds 12 new Kingdom cards to Dominion, plus a new resource: Potions. Dominion: Alchemy is an expansion, and can't be played by itself; to play with it, you need Dominion, or a standalone expansion to Dominion (Dominion: Intrigue). Those provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the full rules for setup and gameplay. Dominion: Alchemy can also be combined with any other Dominion expansions you have. We hope you enjoy this expanding world of Dominion! Donald X. Vaccarino DomAlchemynew.qxd:Puerto rule us 9/9/11 4:41 AM Page 1

Alchemy - Rio Grande Games

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Page 1: Alchemy - Rio Grande Games

There are strange things going on in your basement laboratories. They keepcalling up for more barrels of quicksilver, or bits of your hair. It's all in the name

of progress. They're looking for a way to turn lead into gold, or at least intosomething better than lead. That lead had just been too good of a bargain to passup; you didn't think where you would put all the lead or what you will do withthe lead. Well that will all be sorted out. They're also looking for a universal

solvent. If they manage that one, you will take whatever they use to hold it in andbuild a castle out of it. A castle that can't be dissolved! Now that's progress.

This is the 3rd addition to Dominion. It adds 12 new Kingdom cards toDominion, plus a new resource: Potions.

Dominion: Alchemy is an expansion, and can't be played by itself; to play with it,you need Dominion, or a standalone expansion to Dominion (Dominion:

Intrigue). Those provide the Basic cards you need to play (Treasure, Victory, andCurse cards), as well as the full rules for setup and gameplay. Dominion: Alchemy

can also be combined with any other Dominion expansions you have.

We hope you enjoy this expanding world of Dominion!

Donald X. Vaccar ino

DomAlchemynew.qxd:Puerto rule us 9/9/11 4:41 AM Page 1

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After you choose 10 Kingdom cards for the Supply, if any of them have in the cost, add thePotion pile to the Supply. Also add the Potion pile if you are using the promotional card BlackMarket, and the Black Market deck includes at least one card with in the cost. If you don'thave any cards with in the cost in the Supply or in the Black Market deck, do not use thePotion pile in this game.

When you have a Potion pile, put all 16 Potions in it, no matter how many players there are.In games using this pile, if the pile becomes empty, that will count towards the game endingcondition, like any other Supply pile.

You can play Dominion using any number of Kingdom cards from Alchemy, but we especiallyrecommend playing with 3 - 5 Alchemy cards at once.

Alchemy includes 12 randomizer cards (one for each Kingdom card in Alchemy). You will needthe Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion or astandalone expansion like Dominion: Intrigue to play with this expansion. As with previousDominion games, players must choose 10 sets of Kingdom cards for each game. If playerschoose the random approach for choosing sets, they may shuffle the randomizer cards fromthis expansion with those of any other Dominion games they choose to play with or take afew from each set of randomizer cards.

150 cards122 Kingdom cards, 10 each of:

and 12 of:

Apothecary

Action2Illustration: Ryan Laukat © 2010 Rio Grande Games

+ 1 Card+ 1 Action

Reveal the top 4 cards of your deck. Put the revealed Coppers and

Potions into your hand. Put the other cards back on top of your deck

in any order.

Alchemist

+ 2 Cards+ 1 Action

______________________When you discard this from play, if you have a Potion in play, you may

put this on top of your deck.

Action3Illustration: Simon Jannerland © 2010 Rio Grande Games

Golem

Reveal cards from your deck until revealing 2 Action cards other than

Golems. Discard the other cards, then play the

Action cards in either order.

Action4Illustration: Franz Vohwinkel © 2010 Rio Grande Games

Familiar

+ 1 Card

+ 1 ActionEach other player gains a Curse.

Illustration: Alex Drummond © 2010 Rio Grande Games

3 Action - Attack

Philosopher‘s Stone

Treasure3Illustration: Jacob Corn © 2010 Rio Grande Games

When you play this, count your deck and discard pile.

Worth 1 per 5 cards total between them (rounded down).

? ?

+ 1 Buy+ 1

______________________When you discard this from play, you

may put one of your Treasuresfrom play on top of your deck.

Herbalist

Action2Illustration: Harald Lieske © 2010 Rio Grande Games

University

Action2Illustration: Marcel-Andre Casasola-Merkle © 2010 Rio Grande Games

+ 2 Actions

You may gain an Action card costing up to 5 .

Transmute

Action0Illustration: Claus Stephan © 2010 Rio Grande Games

Trash a card from your hand. If it is an...

Action card, gain a DuchyTreasure card, gain a Transmute

Victory card, gain a Gold

Scrying Pool

+ 1 ActionEach player (including you) reveals the top

card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that

isn‘t an Action.Put all of your revealed cards into your

hand.

Illustration: Klemens Franz © 2010 Rio Grande Games

2 Action - Attack

Possession

Action6Illustration: Kieron O’Gorman © 2010 Rio Grande Games

The player to your t takes an extra turn after this one, in which you can see all cards he can and make all decisions

for him. Any cards he would gain on that turn, you gain instead; any cards of his that

are trashed are set aside and returned to his discard pile at end of turn.

Apprentice

Action 5Illustration: Martin Hoffmann © 2010 Rio Grande Games

+ 1 Action

Trash a card from your hand. +1 Card per it costs.

+2 Cards if it has in its cost.

Vineyard

Victory0Illustration: Julien Delval © 2010 Rio Grande Games

Worth 1 VP for every 3 Action cards in your deck (rounded down).

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16 Basic cards, all Potion: card back for Kingdomand Basic cards

12 Randomizer cards (back):(one for each Kingdom card)

Potion is a new Basic Treasure card. It costs , and when played produces rather thancoins. has no equivalent in coins. To buy a card with in the cost, a player needs .

Buying cards using works just like buying cards with coins. If a player has , he couldbuy a card costing , or a card costing , and so on. If he has and an extra Buy,he could buy a card costing and a card costing , or a card costing and a cardcosting , and so on. He could not buy two cards costing , because he has only one. He needs per card he wants to buy that has in the cost.

Some cards refer to how much a card costs. Generally, adding to a cost gives a a player ahigher cost: is more than . More specifically:

� References to cards costing “up to” some cost only include if is in the given cost. Ifis in the cost, a player can drop the and it is still "up to," but a player cannot add

if it is not there.

� If a card only costs (Vineyard, Transmute), the number of coins in that card's cost is 0.

University

Action2Illustration: Marcel-Andre Casasola-Merkle © 2010 Rio Grande Games

+ 2 Actions

You may gain an Action card costing up to 5 .

name (University?)

card ability

card type(action-white)

cost (2 coins, potion)

card format:

Potion

Treasure4

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Example: when a player uses University to Gain an action card costing up to , the playermay not gain a card with in the cost. A card costing does not cost or less. It isjust like Buying a card - if a player just has , he cannot buy a card with in the cost.However if a player uses Remodel to trash a card costing , he could gain a cardcosting or a card costing , as those are both "up to" .

� Adding coins to a cost doesn't affect being in the cost or not. If was in the cost, itstill is; if it wasn't, it still isn't. Same with subtracting coins from a cost.

Example: Remodel allows a player to gain a card costing up to more than the trashedcard. Trashing a card that costs would not let the player gain a card costing usingRemodel. However, a player could use Remodel to trash a card costing to gain a cardcosting . A player could also trash a card costing to gain a card costing (withno ). Bridge makes cards cost less this turn. This lowers the cost of a card costing

to . It does nothing to the cost of a card costing just .

� References to cards costing some number of coins “or more” include cards with orwithout in the cost.

Example: since Saboteur trashes a card costing at least , it could trash a card with inthe cost. A card costing costs at least . A card costing also costs or more. Acard costing does not cost " or more" because it does not have at least in thecost.

� References to a cost range in coins does not include cards with in the cost.

Example: a card that refers to cards costing "from to " would mean cards costingexactly , , , or . No cards published so far use this phrasing, but if one does ina later expansion, the range will not include cards with in the cost.

� Cards which convert a cost into a number do not do anything with .

Example: Salvager trashes a card, and produces an amount of coins equal to the cost ofthe card. If a player trashes a card costing , he will just get .

� Cards which check if two costs are the same include if it is there.

Example: Swindler trashes a card, and has the player who lost it gain a card with the samecost. If a player trashes a card costing with Swindler, that player will gain a cardcosting exactly .

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“In play” -- Action cards and Treasure cards played face-up to a play area are in play untilthey are moved somewhere else—usually until they are discarded during a Clean-up phase.Only played cards are in play; set aside cards, trashed cards, cards in the Supply, and cardsin hands, decks, and discard piles are not in play. Reaction abilities like Moat’s do not putthose cards into play.

Alchemy includes a Treasure card with rules: Philosopher’s Stone. Philosopher’s Stone is inthe Supply if it is selected as one of the 10 Kingdom cards for the game; it is not part of theBasic Supply. It is just like a normal Treasure, but has special abilities. Philosopher’s Stone isplayed during the Buy phase like a normal Treasure. It can be stolen by a Thief and so on.

During the Buy phase, all Treasures are played before a player buys any cards, even if he has+Buys. A player may not play Treasures after Buying a card. This is important forPhilosopher's Stone.

When a player discards cards from play, he may discard them in any order. This normallydoes not matter, but is important for Alchemist and Herbalist.

Players can play Dominion with any set of 10 Kingdom cards, but these sets are intended tohighlight some interesting card interactions and game strategies.

AAllcchheemmyy && DDoommiinniioonn::Forbidden Arts: Apprentice, Familiar, Possession, University, Cellar, Council Room, Gardens,Laboratory, Thief, and Throne Room

Potion Mixers: Alchemist, Apothecary, Golem, Herbalist, Transmute, Cellar, Chancellor,Festival, Militia, and Smithy

Chemistry Lesson: Alchemist, Golem, Philosopher's Stone, University, Bureaucrat, Market,Moat, Remodel, Witch, and Woodcutter

AAllcchheemmyy && IInnttrriigguuee::Servants: Golem, Possession, Scrying Pool, Transmute, Vineyard, Conspirator, Great Hall,Minion, Pawn, and Steward

Secret Research: Familiar, Herbalist, Philosopher's Stone, University, Bridge, Masquerade,Minion, Nobles, Shanty Town, and Torturer

Pools, Tools, and Fools: Apothecary, Apprentice, Golem, Scrying Pool, Baron, Coppersmith,Ironworks, Nobles, Trading Post, and Wishing Well

Game Developers: Dale Yu and Valerie Putman

Thank you, playtesters: Kelly Bailey, Bill Barksdale, Alex Bishop, Dan Brees, Josephine Burns,Max Crowe, Ray Dennis, Wei-Hwa Huang, Tom Lehmann, Destry Miller, Anthony Rubbo,Molly Sherwin, Sir Shufflesalot, Paul Sottosanti, Chris West, Jeff Wolfe, the 6am Gamers,the Cincygamers, and the Columbus Area Boardgaming Society.

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6

Tracy has Possession, Potion, Philosopher’s Stone, and two Coppers in her hand at the startof her turn. During her Action phase, she plays Possession. She does not use Possession’sability to direct Tyler’s extra turn (her left hand player) in the middle of her own turn. Shefinishes her Action phase, Buy phase, and Cleanup phase before “possessing” Tyler. As she is out of Actions, she starts her Buy phase. First, she plays Philosopher’s Stone to herplay area. She immediately counts her deck (11 cards) and her discard pile (6 cards), butdoes not include the cards in her hand or the cards in her play area. The total, 17 cards, isworth 3 coins. She then adds Potion and the Coppers from her hand to her play area. Tracyhas 1 Potion and 5 coins to spend. Tracy Buys a Familiar and adds it to her Discard pile. Shehas 2 coins left to spend, but no more Buys, so she's done. She discards the cards in her playarea and draws 5 new cards for her next turn.

Before Tyler can take his normal turn, he first has an extra turn where Tracy “possesses” himand gets to make all of his decisions for him. Tracy looks at his hand and sees that he hasApprentice, Herbalist, Potion, and two Silvers. Tracy tells Tyler to play his Apprentice. Tracychooses to have Tyler trash a Silver so that Tyler draws 3 more cards for her to work with.The trashed Silver is set aside; it is not put in the Trash pile. Tyler draws 1 Gold and 2Coppers. Tracy has Tyler play the Herbalist.

In Tyler's Buy phase, she has Tyler play his Potion, Gold, 2 Coppers, and the remaining Silver(he started with 2) to the play area. Combined with the Herbalist, Tyler has 1 Potion and 8coins for Tracy to spend and 2 Buys. Tracy has Tyler buy Province, which Tracy gains instead.With the remaining Potion, Tracy has Tyler buy Vineyard, which Tracy also gains instead.Tyler now discards the cards in his play area. Tracy chooses to put Copper on top of Tyler'sdeck, using Herbalist's ability. Then Tyler draws 5 new cards for his normal turn. As theCleanup phase is a part of the “possessed” turn, Tracy takes a peek at Tyler’s new hand beforesitting back and enjoying her new riches. Finally, Tyler puts the Silver that was trashed intohis discard pile, and takes his normal turn.

Potion

Treasure4

Possession

Action6Illustration: Kieron O’Gorman © 2010 Rio Grande Games

The player to your t takes an extra turn after this one, in which you can see all cards he can and make all decisions

for him. Any cards he would gain on that turn, you gain instead; any cards of his that

are trashed are set aside and returned to his discard pile at end of turn.

Philosopher‘s Stone

Treasure3Illustration: Jacob Corn © 2010 Rio Grande Games

When you play this, count your deck and discard pile.

Worth 1 per 5 cards total between them (rounded down).

? ?

Possession

Action6Illustration: Kieron O’Gorman © 2010 Rio Grande Games

The player to your t takes an extra turn after this one, in which you can see all cards he can and make all decisions

for him. Any cards he would gain on that turn, you gain instead; any cards of his that

are trashed are set aside and returned to his discard pile at end of turn.

Philosopher‘s Stone

Treasure3Illustration: Jacob Corn © 2010 Rio Grande Games

When you play this, count your deck and discard pile.

Worth 1 per 5 cards total between them (rounded down).

? ?

Potion

Treasure4

Potion

Treasure4

Buy Province & Vineyard

Potion

Treasure4

+ 1 Buy+ 1

______________________When you discard this from play, you

may put one of your Treasuresfrom play on top of your deck.

Herbalist

Action2Illustration: Harald Lieske © 2010 Rio Grande Games

Apprentice

Action 5Illustration: Martin Hoffmann © 2010 Rio Grande Games

+ 1 Action

Trash a card from your hand.

+1 Card per it costs. +2 Cards if it has in its cost.

Apprentice

Action 5Illustration: Martin Hoffmann © 2010 Rio Grande Games

+ 1 Action

Trash a card from your hand.

+1 Card per it costs. +2 Cards if it has in its cost.

Bazaar

Action5Illustration: Martin Hoffmann © 2009 Rio Grande Games

+ 1 Card+ 2 Actions

+ 1 + 1 Buy

+ 1 ______________________

When you discard this from play, you may put one of your Treasuresfrom play on top of your deck.

Herbalist

Action2Illustration: Harald Lieske © 2010 Rio Grande Games

Action: Possession+ 3 coins

Buy:Familiar

play Apprentice; “trash” Silver

draw 3 cards

+ 1 Buy+ 1

______________________When you discard this from play, you

may put one of your Treasuresfrom play on top of your deck.

Herbalist

Action2Illustration: Harald Lieske © 2010 Rio Grande Games

play Herbalist

Vineyard

Victory0Illustration: Julien Delval © 2010 Rio Grande Games

Worth 1 VP for every 3 Action cards

in your deck (rounded down).

discard and put Copperon top of his deck

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Alchemist - When you play this, you draw two cards and mayplay an additional Action card this turn. In the Clean-up Phase,when you discard this, if you have at least one Potion card in play,you may put Alchemist on top of your deck. This is optional andhappens before drawing your new hand. If you have no cards inyour deck when you do this, Alchemist becomes the only card inyour deck. If you have multiple Alchemists and a Potion, you canput any or all of the Alchemists on top of your deck. You don'thave to have used the Potion to buy anything, you only need tohave played it.

Apothecary - You draw a card first. Then reveal the top four cards,put the Coppers and Potions into your hand, and put the restback on top of your deck. If there aren't four cards left in yourdeck, reveal what you can and shuffle to get the rest. If there stillaren't enough cards, just reveal what there is. Any cards that arenot Copper and are not Potion go back on top of your deck in anorder you choose. You cannot choose not to take all of theCoppers and Potions. If after revealing four cards there are nocards left in your deck, the cards you put back will become theonly cards in your deck.

Apprentice - If you do not have any cards left in hand to trash,you do not draw any cards. If you trash a card costing , such asCurse or Copper, you do not draw any cards. Otherwise you drawa card per the card you trashed cost, and another two cards ifit had in its cost. For example, if you trash a Golem, whichcosts , you draw 6 cards.

Familiar - If there aren't enough Curses left to go around whenyou play Familiar, you deal them out in turn order, starting withthe player to your left. If you play Familiar with no Cursesremaining, you will still get +1 Card and +1 Action. A playergaining a Curse puts it face-up into his Discard pile.

Golem - Reveal cards from the top of your deck, one at a time,until you have revealed two Action cards that are not Golem. Ifyou run out of cards before revealing two non-Golem Actions,shuffle your discard pile (but not the revealed cards) andcontinue. If you run out and have no discard pile left either, youjust get the Actions you found. Discard all of the revealed cardsexcept for the non-Golem Actions you found. If you did not findany, you're done. If you found one, play it. If you found two, playthem both, in either order. You cannot choose not to play one ofthem. These Action cards are not in your hand and so areunaffected by things that look for cards in your hand. Forexample, if one of them is Throne Room (from Dominion), youcannot use it on the other one.

Alchemist

+ 2 Cards+ 1 Action

______________________When you discard this from play, if you have a Potion in play, you may

put this on top of your deck.

Action3Illustration: Simon Jannerland © 2010 Rio Grande Games

Apothecary

Action2Illustration: Ryan Laukat © 2010 Rio Grande Games

+ 1 Card+ 1 Action

Reveal the top 4 cards of your deck. Put the revealed Coppers and

Potions into your hand. Put the other cards back on top of your deck

in any order.

Apprentice

Action 5Illustration: Martin Hoffmann © 2010 Rio Grande Games

+ 1 Action

Trash a card from your hand. +1 Card per it costs.

+2 Cards if it has in its cost.

Familiar

+ 1 Card

+ 1 ActionEach other player gains a Curse.

Illustration: Alex Drummond © 2010 Rio Grande Games

3 Action - Attack

Golem

Reveal cards from your deck until revealing 2 Action cards other than

Golems. Discard the other cards, then play the

Action cards in either order.

Action4Illustration: Franz Vohwinkel © 2010 Rio Grande Games

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Herbalist - When you play this, you get an extra coin to spendthis turn, and may buy an additional card in your Buy phase.When you discard this from play (usually during Clean-up), youmay choose a Treasure card you have in play, and put that card onyour deck. If you have no cards in your deck, that Treasure willbecome the only card in your deck. You choose what order todiscard cards during Clean-up; so, for example, if you haveHerbalist, Potion, and Alchemist in play, you could choose todiscard Alchemist first, putting it on top of your deck, thendiscard Herbalist, and put Potion on top of your deck. If you havemultiple Herbalists in play, each one will let you put anotherTreasure from play onto your deck when you discard it.

Philosopher’s Stone - This is a Treasure card. It is a Kingdom card;it will only be in games where it is randomly dealt out as one ofthe 10 Kingdom cards, or otherwise selected to be one of them. Itis played during your Buy phase, like other Treasure cards. Whenyou play it, count the number of cards in your deck and discardpile combined, divide by 5, and round down. That is how manycoins this produces for you. Once played, the amount of coinsyou get does not change even if the number of cards changes laterin the turn. The next time you play it, count again. If you playmultiple copies, obviously the number will be the same for all ofthem. It does not matter what order your discard pile is in, butthe order your deck is in matters. Do not change that order whilecounting! You will get to look through your discard pile as youcount it. You only count your deck and discard pile, not yourhand or cards in play or set aside cards. You cannot play moreTreasures after buying something in your buy phase; so forexample you cannot buy a card, then play Philosopher's Stone,then buy another card.

Possession - You are not taking a turn with the deck of the playerto your left; that player is taking a turn, with you making thedecisions and gaining the cards. This is a crucial difference to keepin mind when considering card interactions – the “you” in allcards still refers to the player being Possessed, not the playerdoing the Possessing. Possession has several pieces to it:- You can see the Possessed player's cards for the entire turn,which means you will see his next hand during Clean-up. You willalso see any cards he is entitled to see due to card rules; forexample, you can look at cards he has set aside with Native Village(from Seaside). You can count any cards he can count.

- You make all decisions for the Possessed player, including whatcards to play, decisions those cards provide, and what cards tobuy.- Any cards the Possessed player would have gained in any way,you gain instead; this includes cards bought, as well as cards

+ 1 Buy+ 1

______________________When you discard this from play, you

may put one of your Treasuresfrom play on top of your deck.

Herbalist

Action2Illustration: Harald Lieske © 2010 Rio Grande Games

Philosopher‘s Stone

Treasure3Illustration: Jacob Corn © 2010 Rio Grande Games

When you play this, count your deck and discard pile.

Worth 1 per 5 cards total between them (rounded down).

? ?

Possession

Action6Illustration: Kieron O’Gorman © 2010 Rio Grande Games

The player to your t takes an extra turn after this one, in which you can see all cards he can and make all decisions

for him. Any cards he would gain on that turn, you gain instead; any cards of his that

are trashed are set aside and returned to his discard pile at end of turn.

2

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Page 9: Alchemy - Rio Grande Games

gained due to Actions. The cards you gain this way go to yourdiscard pile, even if they would have gone to that player's hand orthe top of his deck or somewhere else. You only gain cards hewould have; you do not gain tokens he would have (for examplefrom the Dominion: Seaside card Pirate Ship).- During the Possessed turn, whenever one of that player's cards istrashed, set it aside, and that player puts it into his discard pile atthe end of the turn, after Clean-up. This counts as the card beingtrashed, so, for example, you could trash a Mining Village (fromDominion: Intrigue) and get the . Getting those cards back atend of turn does not count as those cards being gained (so forexample, you won't get them). Other players' cards that aretrashed during that turn are not returned.- Cards passed with Masquerade (from Dominion: Intrigue) arenot being gained or trashed, and so are passed normally. Cardsreturned to the Supply with Ambassador (from Dominion:Seaside) are also not being trashed, and so return to the Supplynormally.- If you make another player play an Attack via Possession, thatAttack will hit you like it would normally. If you want to use aReaction in response to that Attack (such as Secret Chamber fromDominion: Intrigue), you would be the one revealing theReaction, not the player being Possessed.- Possession causes an extra turn to be played, like the cardOutpost does (from Dominion: Seaside). The extra turn happensonly after this turn is completely over - you will have discardedeverything and drawn your next hand. Outpost only preventsitself from giving a player two consecutive turns, it does notprevent other cards or the rules from doing so. So, for example, ifyou play Possession in a two-player game, then after thePossession turn, that player still gets his normal turn. If he playedOutpost during that turn though, it would not give him an extraturn. If you play both Outpost and Possession in the same turn,the Outpost turn happens first. If you make someone playOutpost during a turn in which you Possessed them, that playerwill get the extra turn and make decisions during it and so forth,not you; if you make someone play Possession during a turn inwhich you Possessed them, that will make that player Possess theplayer to his left, rather than you getting to Possess anyonefurther. Possession turns (and other extra turns) do not count forthe tiebreaker. Once the game ends, no further turns are played,including extra turns from Possession and Outpost.- Unlike Outpost, Possession is not a Duration card. It is discardedin the Clean-up phase of the turn you played it.- Possession is cumulative; if you play it twice in one turn, therewill be two extra turns after this one.Potion - This is a basic Treasure card. It costs and produces .It is not a Kingdom card; see the Preparation rules.

Potion

Treasure4

3

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Page 10: Alchemy - Rio Grande Games

˚Scrying Pool - First you reveal the top card of each player's deck,and either have them discard it or have them put it back. Ifpeople care about the order, go clockwise, starting with yourself.You make a separate decision for each player. After you finishmaking those decisions, reveal cards from the top of your deckuntil you reveal a card that isn't an Action card. If you run out ofcards without revealing a non-Action card, shuffle your discardpile and keep going. If you have no discard pile left either, stopthere. Put all of the revealed Action cards into your hand, plusthat first non-Action you revealed. If the very first card yourevealed was not an Action, that card goes into your hand. Cardswith multiple types, one of which is Action, are Actions. The onlycards that go into your hand are the ones revealed as part ofrevealing cards until finding a non-Action; you do not getdiscarded cards from the first part of what Scrying Pool did, orcards from other players' decks.

Transmute - If you have no cards left in hand to trash, you do notget anything. If you trash a Curse to this, you do not get anything– Curse is not an Action card or Victory card or Treasure card. Ifyou trash a card with more than one type, you get each applicablething. For example, if you trash an Action-Victory card (such asNobles, from Dominion: Intrigue), you gain both a Duchy and aGold. Gained cards come from the Supply and go to your discardpile. If there are no appropriate cards left to gain, you don't gainthose cards.

University - Gaining an Action card is optional. If you choose togain one, it comes from the Supply, must cost no more than ,and goes to your discard pile. Cards with multiple types, one ofwhich is Action, are Actions and can be gained this way. Cardswith in their cost can't be gained by this.

Vineyard - This Kingdom card is a Victory card, not an Actioncard. It does nothing until the end of the game, when it is worth1 victory point per 3 Action cards in your Deck (counting all ofyour cards - your Discard pile and hand are part of your Deck atthat point). Round down; if you have 11 Action cards, Vineyard isworth 3 victory points. During set-up, put all 12 Vineyards in theSupply for a game with 3 or more players, but only 8 in theSupply for a 2-player game. Cards with multiple types, one ofwhich is Action, are Actions and so are counted by Vineyard.

Scrying Pool

+ 1 ActionEach player (including you) reveals the top

card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that

isn‘t an Action.Put all of your revealed cards into your

hand.

Illustration: Klemens Franz © 2010 Rio Grande Games

2 Action - Attack

University

Action2Illustration: Marcel-Andre Casasola-Merkle © 2010 Rio Grande Games

+ 2 Actions

You may gain an Action card costing up to 5 .

Vineyard

Victory0Illustration: Julien Delval © 2010 Rio Grande Games

Worth 1 VP for every 3 Action cards in your deck (rounded down).

Transmute

ActionIllustration: Claus Stephan © 2010 Rio Grande Games

Trash a card from your hand. If it is an...

Action card, gain a DuchyTreasure card, gain a Transmute

Victory card, gain a Gold

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